VEHICLE & PROPS DESIGN FINAL PROJECT: POST PRODUCTION & PROFILING

Week 12-Week 15

Christopher Jayson Tan/ 0378500


Vehicle & Props Design / Bachelors of Design (Hons) in Creative Media / Taylor's University


Vehicle & Props Design Final Project: Post Production & Profiling



TABLE OF CONTENTS


1. INSTRUCTIONS


2. TASK


3. REFLECTION



INSTRUCTIONS


Final Polished 3D Modeled and Concept Design for the vehicle done in project 1 & 2. Call sheet showcasing the breakdown's of your props, interior and engine (if necessary). Key Art For all 3 vehicle concept as example attached. Call sheet needs to be well laid out.  
  1. Color studies
  2. Textures
  3. Key Art
  4. Props Breakdown
  5. Orthographic
Output 16:9 1920+ Illustration compiled in pdf format. *please keep your single rendered images separate as well.

NOTE: You are allowed to use AI generated images only for references purpose and to be cited. This can be included within your mood board creation and ideation process. Progress on each developments should be recorded and raw files are to be kept as proof of original work. Any misuse of AI generated images as final submission will not be accepted and will be considered plagiarism.

Options to use AI image generator and chatbot: 

  1. Chatgpt 
  2. Midjourney
  3. Dall-e



TASK

This is the final project and task that I need to complete before I am done with this module which is creating the 3D model of concept. I already did my blocking quite early on (from week 7) because I know if I didn't do it early then I would not be able to finish the design. The block out is pretty rough and I wanted to see how the proportions look. 




Figure 2.1 Blocking body mesh



 After that I continued to worked on it and proceeded on blocking out the muscle anatomy. I sculpted the muscles really clear so that I can see each of the forms and after that I toned down the size and made them look more natural.



Figure 2.2 Sculpting muscles



I focused on creating the smaller shapes next like the big wrinkles and fats that are present throughout the body.



Figure 2.3 Refining shape and tertiary detailing


I really prioritize on making the muscles connect well with the others so that it doesn't look out of place.



Figure 2.4 Finalized 3D model 3/4 view




Figure 2.5 Finalized 3D model side view


After finishing the body mesh, I moved it to substance painter to do the texturing and coloring process. First I baked the details on the low poly mesh and then started with the colors and textures.




Figure 2.6 Texturing and coloring in substance painter (left side)



Figure 2.7 Texturing and coloring in substance painter (right side)


Next, I moved it to blender to add hair to the mount. I used cycles to preview on how the hair will look and continued grooming it until I felt satisfied with it. I also added in geometry nodes to add a natural hair color to it, and after that I started rendering the model.




Figure 2.8 Adding hair to creature




Figure 2.9 Geometry nodes for hair color



I showed my rendered model to Mr. Kannan and he said that it already looks good and I just needed to add darker colors to the front arm skin joint as well as the knees. He also mentioned that adding subtle hair that sticks out from the model will make look more better.



Figure 2.10 Rendered model 3/4 view




Figure 2.11 Rendered model side view



Because the creatures model is done, I went back to Zbrush to block out the attachments that it has. I was planning to do it on blender but then i heard that Zbrush is faster in creating these kinds of thing and so I just went with that.



Figure 2.12 Blocking attachments (close up view)



Figure 2.13 Blocking attachments (side view)

After finishing the block out process, i started doing the secondary shapes for it and Mr. Kannan did give me feedback that I could really make some huge imperfections on the attachments so that it looks more proper, as well as adding a leather pad to the armor that are placed on the legs.



Figure 2.14 Secondary detailing


I did the tertiary detail next and showed it to Mr. Kannan where he said that I could really make saddle look more interesting and less uniform. He also told me that the padding on top can be placed on a wooden base to make it look more realistic and better. Adding a metal ornament that can be made from gold can also be good because it can add complexity.


Figure 2.15 Tertiary detailing


I quickly made those changes to my saddle and it does look way much better and then I pushed further on creating the wear and tear so that it can tell a story.



Figure 2.16 Revised tertiary detailing (leather)



I applied the feedback to all of my attachments so that it looks more interesting and after that I am done with the attachments model.



Figure 2.17 Revised tertiary detailing (leather and armor)


I faced a huge problem in the texturing part because in order to color it and properly do the process I needed to export it to substance painter but this posed a huge roadblock because my laptop cannot bake all of them at once because of how complex and how many subtools there are. I then resorted to just working on them individually and assembling them later on which really slowed me down.

I worked on the armor and gave it a copper base metal material and after that I worked my way up. I used a lot of anchor points to really push out the wear and tears and also utilize the roughness maps to further push it. I also added some oxidation as well as some blood to the armor which really made it pop and after that it is done.


Figure 2.18 Texturing and coloring armor



The saddle part was quite challenging as I needed to find a way to properly texture the under side of the saddle to be a wooden material. I utilized anchor points for this part and I also used the height map quite a lot to really make the tears believable and push out the details that I have sculpted further. Curvature mask also became really useful as I was able to push out the sculpted details out more without doing anything too out of hand.


Figure 2.19 Texturing and coloring leather



There was some issue with the gold ornament on the saddle as it was supposed to be done with the saddle part as one group but the UV maps were broken and so I redo it. The process is quite straightforward because it is almost the same with the armor texturing. I used a worn gold smart material, changed some of the properties (metallic, roughness) and then use smart mask and anchor points to make it really solid.



Figure 2.20 Texturing and coloring gold ornament



After that, I assembled them in blender and realized that the armor color is way to bright and odd. Because of that I went back to substance and change the color into a darker look.



Figure 2.21 1st rendered model

Another issue is with the body model because there was no blood on it but the armor did have blood on them and so I went back to quickly make the changes. I also decided to apply the feedback regarding the darker color on the joints as well as improving the textures of the skin further.


Figure 2.22 2nd rendered model

I completely changed the hair and also made it look more natural by grooming it more properly while also adding the subtle hair strands that pops out. Next, I rendered them from many angles to prepare for the submission.


Figure 2.23 Finalized rendered model (close up view)



Figure 2.24 Finalized rendered model (side view)



Figure 2.25 Finalized rendered model (front view)



Figure 2.26 Finalized rendered model (attachment view)



Figure 2.27 Finalized rendered model (top view)


The last piece of work that I need to create is the concept art. I draw the creature in it's environment (Vanaheim) and quickly sketch out the surroundings. My idea make the creature look like its guarding an area off that looks like a stone temple in the middle of forest.



Figure 2.28 Sketching concept art


After finishing the sketch, all I needed to do was to color it properly and adding some elements that fit the world such as moss, flowers and other bright colors. I also made some background elements such as trees and some greens, after that the final project is done. 




Figure 2.29 Finalized concept art




REFLECTION


This is the most brutal module I've come across so far. Before, that title goes to interactive design but, this module feels like it is 3x more harder than interactive design. From the beginning it is already quite clear that doing a really proper concepting until creating a 3D model for it will be really difficult but I didn't realized that the difficulty ramps up for every progress that I make. Mr. Kannan really gave me an insight on how the industry works and he really pushed me in terms of designing a believable element that will be part of a world that is fictional. 

I can't even count on how many corrections I needed to make regarding my design so that it can be improved and pushed further to emphasized the believability. But, this module did really teach me a lot and I think the words "a lot" is actually an understatement because I improve so fast in such a short period of time. I'm actually very grateful to get a lecturer that is as amazing as Mr. Kannan as he really is the main driver that pushes me to go farther. Overall, despite this module being extremely difficult, it really built my perspective in terms of designing a creature/element that is actually believable that can be incorporated into a fictional world.


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